Katarina Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Katarina Mid Lane

Katarina Mid Lane Guide

Updated for Patch 7.3E
A Tier

Katarina Mid Lane Wild Rift overview and best build snapshot

How to play

  • Stay healthy until you can finish a target Use your 1st ability to throw a dagger and finish minions from range when walking up would lead to a bad trade.

  • Fight around your dropped daggers Use your 3rd ability to jump onto a dropped dagger, damaging nearby enemies and reducing the dash cooldown. Keep a safe target nearby to jump away to.

  • Wait for enemy stuns before going in Wait until enemies have used their stuns, then help finish a low-health target. Champion takedowns greatly reduce your ability cooldowns so you can keep fighting.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Her dagger-and-Shunpo (3rd) loop chains blinks and resets, so one takedown can cascade into a multikill before anyone reacts.
  • One of the best roamers in mid: she shoves, leaves, and turns side-lane mistakes into snowballing picks.
  • Elite at deleting squishies in fights, since she can blink past the frontline and drop her whole rotation on a carry.

Weaknesses

  • Thin and melee early, easy to shove in and harass before her first item and resets come online.
  • No real defense once Shunpo (3rd) is spent, so a single point of hard crowd control deletes her mid-combo.
  • Heavily snowball-dependent: shut her down early and she has no scaling pattern to fall back on.
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Katarina Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Katarina Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power for her Q (1st), which is her only trade before her resets come online.

BOOTS

Spellslinger's Shoes

Magic penetration is what makes her reset chain kill outright instead of chunking and stranding her.

CORE BUILD

Infinity Orb

Crits against low health targets, which turns every cleanup blink into a kill instead of a chunk.

Rabadon's Deathcap

Multiplies every dagger pickup and Death Lotus (Ult) hit, making Katarina's first takedown arrive sooner so Voracity (Passive) can reset the abilities that continue the fight.

Stormsurge

Her rotation can trigger the mark, and its movement speed helps Katarina reach another Dagger or target after a takedown reduces her current cooldowns. Voracity (Passive) returns abilities; it does not automatically move or retarget her.

Void Staff

Cuts the magic resist that turns her rotation into a chunk, which is what stops the reset chain before it starts. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Zhonya's Hourglass

Build this for when her ultimate is interrupted and their team is on top of her. Buy Seeker's Armguard early for the armor and ability power.

SITUATIONAL ITEMS

Cryptbloom

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help when she cleans up a fight her team started. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Oceanid's Trident

Build this when the enemy has shields that keep absorbing her reset chain.

Banshee's Veil

Build this when the enemy has crowd control aimed at her ultimate, since interrupting it ends most of her damage.

RUNES

KEYSTONE

First Strike

She opens by blinking onto a target, so she reliably lands the first hit.

PRIMARY

Sudden Impact

Her E (3rd) is a blink, giving her an easy way to trigger the bonus true damage as she enters a fight.

Chain Assault

Her rotation pours into one target at a time, which is what this rewards.

Eyeball Collector

Her passive runs on takedowns, so the stacks build faster on her than on almost anyone.

SECONDARY

Second Wind

She has to farm at range before her daggers come online, and this keeps her on the wave while she does.

SITUATIONAL RUNES

Bone Plating

Take this over Second Wind against an all-in lane. Reducing the first three hits lets Katarina reach a dagger and Shunpo (3rd) away instead of dying before her reset pattern starts.

Conqueror

Take this over First Strike against teams that force extended fights instead of giving Katarina clean picks. Her reset chain keeps Conqueror active through the brawl.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Her blade resets let her chase, but Flash is what she uses to enter a fight from an angle nobody is covering.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

SITUATIONAL SPELLS

Barrier

Barrier

Take this over Ignite when the enemy bursts her out of her ultimate. Channeling it is the most exposed she ever is, and this keeps the daggers falling.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Katarina Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Katarina Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Katarina Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Katarina Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
The opening is the part you survive rather than win, because you are a short-range melee against people who mostly out-poke you. Use Bouncing Blade (1st) to last-hit and chip the wave, drop a dagger near the enemy and Shunpo (3rd) to it for a quick burst, then step back before they answer; a clean dagger trade is your only real pressure before items. Do not facetank ranged harass trying to force something. Soak the farm, hold your dash for the gank that is probably coming, and track the enemy jungler constantly. Keep the wave moving so you can leave on your timing, not theirs, and once your full combo comes together, the lane stops being a problem and your roaming game begins.

Mid / Late Game

Levels 9+
Crash the mid wave before moving toward an extended side lane or a river fight your jungler can support. Enter after the first enemy control spell is used and place Shunpo (3rd) around a Dagger that gives both damage and an exit route. A takedown can shorten Katarina's cooldowns and open the next target, but do not chase the reset beyond allied vision. If the roam has no target, return for the next wave rather than waiting in a side lane where the enemy can collapse. Late game you are the answer to whichever enemy carry got greedy with positioning, and almost nothing else. You do not split push into duels you can lose, and you do not stand in front trading hits. You hover at the edge of the fight waiting for the dagger field and the angle to line up. At full build your blink chain crosses most of a teamfight in seconds, and a clean Death Lotus (Ult) on a grouped backline removes them. The flip side is that one missed read ends you, since you have no defensive button to save a bad commit. Let their crowd control get spent on someone else first, then enter from the angle nobody is watching. A Katarina who walks out of fights alive wins games; one who dives on cooldown into a waiting stun just respawns.

Teamfights

5v5 Combat
Your job is killing their carry from a flank. Wait for the enemy to spend key lockdown, then blink to a unit or prepared Dagger and collect Daggers to damage nearby targets while reducing Shunpo's (3rd) cooldown. Death Lotus (Ult) lets Katarina move at half speed rather than rooting her in place, but any interrupt still ends the channel, so save it until the relevant controls are down. A takedown reduces current cooldowns by 15 seconds; use that real reset to continue or escape rather than assuming every Dagger pickup fully refreshes Shunpo (3rd).
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